74 lines
4.1 KiB
C#
74 lines
4.1 KiB
C#
using NUnit.Framework;
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using Wizard;
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using Wizard.Battle;
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namespace SVSim.BattleEngine.Tests
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{
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// M13 (hub O1, deterministic): the first headless observation of the EMIT path. Drive the proven M3
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// fixed-damage spell (900124030) through mgr.OperateMgr.PlayCard on a NetworkBattleManagerBase-derived
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// mgr and confirm the engine reaches its emission path (RealTimeNetworkAgent.OnEmit fires PlayActions)
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// without crashing, while the committed state still matches the M3 direct-ActionProcessor oracle.
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// Liveness only (E4); structural frame decoding + the RNG rand-list (M14) are deferred.
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[TestFixture]
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public class EmitPathReadOracleTests
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{
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// Reset the process globals this fixture mutates so no later fixture inherits them:
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// - ToolboxGame.RealTimeNetworkAgent: the injected agent (the solo oracles don't read it, but
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// clearing it is defensive, mirroring RandomDrawOracleTests.ResetRandomDrawGate).
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// - BattleManagerBase.IsForecast: the network emit harness sets this FALSE (the emit path needs it);
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// every solo oracle and EnsureInitialized assume it TRUE. EnsureInitialized only sets it once
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// (guarded), so without restoring it here a solo fixture running after this one would see
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// IsForecast=false and un-suppressed VFX. Restore the EnsureInitialized default.
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[TearDown]
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public void ResetGlobals()
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{
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Wizard.ToolboxGame.SetRealTimeNetworkBattle(null);
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BattleManagerBase.IsForecast = true;
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}
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[Test]
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public void M3_spell_driven_via_OperateMgr_reaches_emit_without_crashing()
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{
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var (mgr, emitted) = HeadlessEngineEnv.NewNetworkEmitBattle();
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var player = mgr.BattlePlayer;
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var enemy = mgr.BattleEnemy;
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int leaderLifeBefore = enemy.Class.Life;
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var spell = HeadlessEngineEnv.CreateHeadlessHandCard(
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HeadlessEngineEnv.SpellId, index: 1, isPlayer: true, mgr);
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player.HandCardList.Add(spell);
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int cost = spell.Cost;
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player.Pp = 10;
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Assert.DoesNotThrow(
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() => mgr.OperateMgr.PlayCard(spell, isPlayer: true, selectCards: null),
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"OperateMgr.PlayCard threw driving the M3 spell through the emit path");
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Assert.Multiple(() =>
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{
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// Emit reached: OnEmit fired with PlayActions (the O1 liveness signal).
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Assert.That(emitted, Does.Contain(NetworkBattleDefine.NetworkBattleURI.PlayActions),
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"the engine did not reach a PlayActions emit");
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// State intact vs the M3 direct-path oracle.
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Assert.That(enemy.Class.Life, Is.EqualTo(leaderLifeBefore - 3), "enemy leader should take 3");
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Assert.That(player.Pp, Is.EqualTo(10 - cost), "PP should be paid");
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Assert.That(player.HandCardList, Does.Not.Contain(spell), "spell should leave the hand");
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Assert.That(player.CemeteryList, Does.Contain(spell), "spell should land in the cemetery");
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Assert.That(player.ClassAndInPlayCardList, Does.Not.Contain(spell), "a spell does not occupy the board");
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});
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// Best-effort (F-E-7): with CurrentMatchingStatus seeded non-Disconnected (NewNetworkEmitBattle),
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// the flow reaches stockEmitMessageMgr.StockData(info); read it back. If the stock machinery is
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// not drivable headless this milestone, this assertion is DEFERRED to structural validation
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// (spec §6) — the OnEmit + no-throw + state checks above are the decisive O1 read on their own.
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var agent = Wizard.ToolboxGame.RealTimeNetworkAgent;
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var stocked = HeadlessEngineEnv.TryReadStockedEmitData(agent); // returns null if unreachable
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if (stocked != null)
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Assert.That(stocked, Is.Not.Empty, "the emitted dict should be stocked non-empty");
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else
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Assert.Inconclusive("payload-presence DEFERRED: stock-sequencer not drivable headless (spec §6)");
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}
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}
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}
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